[D&D 3.5] Paths of Legend: Paths of Madness (OOC)


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while the page is fresh all my adventuring friends.... lets get the chara sheets copied to this page.. page 10!

Dremis Lightfoot
Male Halfling Rogue 6
True Neutral
Representing Rathan

Strength 12 (+1)
Dexterity 19 (+4)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 12 (+1)

Size: Small
Height: 3' 4"
Weight: 38 lb
Skin: Light
Eyes: Blue
Hair: Blond; Straight; Beardless

Total Hit Points: 24

Speed: 20 feet

Armor Class: 15 = 10, +4 [dexterity], +1 [small]

Touch AC: 15
Flat-footed: 15 [uncanny dodge]

Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +4 = 2 [base] +1 [constitution] +1 [halfling]
Reflex save: +10 = 5 [base] +4 [dexterity] +1 [halfling]
Will save: +3 = 2 [base] +1 [halfling]
Attack (handheld): +6 = 4 [base] +1 [strength] +1 [small]
Weapon Finesse: +9 = 4 [base] +4 [dexterity] +1 [small]
Two Weapon Fighting: +7/+7= 4 [base] +4 [dexterity] +1 [Small] [-2/-2 two attacks]
Attack (unarmed): +6 = 4 [base] +1 [strength] +1 [small]
Attack (missile): +9 = 4 [base] +4 [dexterity] +1 [small]
Grapple check: +1 = 4 [base] +1 [strength] -4 [small]

Unarmed Damage: 1d2+1 [small]
Sickle Damage: 1d4+1 [small] (+1 dmg if I get my +1 sickles back)

Light load: 32 lb. or less
Medium load: 33-65 lb.
Heavy load: 65-98 lb.
Lift over head: 98 lb.
Lift off ground: 195 lb.
Push or drag: 488 lb.


Languages: Common Elven Halfling Orc

Feats:

Two-Weapon Fighting
Two-Weapon Defense
Weapon Finesse

Traits:

Skills: Total Ability Ranks Other
Appraise (Int) 4 +2 +2
Balance (Dex*) 10 +4 +4 +2 [tumble]
Bluff (Cha) 5 +1 +4
Climb (Str*) 7 +1 +4 +2 [halfling]
Concentration (Con) 1 +1
Decipher Script (Int) 4 +2 +2
Diplomacy (Cha) 5 +1 +4
Disable Device (Int) 10 +2 +8
Disguise (Cha) 1 +1
Escape Artist (Dex*) 10 +4 +6
Forgery (Int) 2 +2
Gather Information 1 +1
Heal (Wis) 0 +0
Hide (Dex*) 16 +4 +8 +4 [small]
Intimidate (Cha) 1 +1
Jump (Str*) 5 +1 +2 [halfling] +2 [tumble]
Listen (Wis) 6 +0 +4 +2 [halfling]
Move Silently (Dex*)14 +4 +8 +2 [halfling]
Open Lock (Dex) 12 +4 +8
Ride Dex 4 +4
Search (Int) 6 +2 +4
Sense Motive (Wis) 0 +0
Sleight of Hand (Dex)8 +4 +4
Spot (Wis) 4 +0 +4
Survival (Wis) 0 +0
Swim (Str**) 5 +1 +4
Tumble (Dex*) 10 +4 +6
Use Mag. Device(Cha)7 +1 +6
Use Rope (Dex) 4 +4


* = check penalty for wearing armor

Escape Artist >=5 ranks gives +2 on use rope checks for bindings.

Halfling:

* +2 dexterity / -2 strength (already included)

* Small (combat bonuses, +4 to hide already included)

* +2 racial bonus on climb, jump, move silently

* +1 racial bonus on all saving throws (already included)

* +2 morale bonus on saves vs. fear (stacks with racial bonus)

* +1 to hit with thrown weapons and slings

* +2 racial bonus on listen checks (already included)

Rogue:

* Sneak Attack +3d6

* Trapfinding

* Evasion (level 2)

* Trap Sense (level 3)

* Uncanny Dodge (level 4)

* Improved Uncanny Dodge (level 8)

* Special Abilities (choices begin at 10th level)

Class HP rolled
Level 1: Rogue 6
Level 2: Rogue 3.5
Level 3: Rogue 3.5
Level 4: Rogue 3.5 +1 to dexterity
Level 5: Rogue 3.5
Level 6: Rogue 3.5


Dremis Lightfoot's Equipment:

None... adventure doesn't allow it.. but my character prefers using sickles and studded leatherarmor

More about Dremis Lightfoot:

Dremis' story began for him really on the hard streets just like most would imagine big city life to be. He begged, stole and, gambled for the food on his plate on a daily basis. Thankfully for Dremis though he was good at what he did, and once he realized it true potential, his efforts doubled and tripled, thus quickly earning a name for himself as a quirky little halfling thief. Dremis was getting good at his tasks at his hand, boosting confidence in himself and to be quiet honest in those that were hiring him. He would delve into dungeons on a regular basis and come back with employers requested items in had, not to mention a few goodies for himself as well. Dremis was a rather laid back being, more letting life come to him, and if he felt it amused him or interested him enough he'd interact accordingly. Dermis' ego would get the best of him at times as he knew he was good at what he did and had the skills to back this up. As most know the main problem with thievery is, once you are named as a thief, it makes doing your namesake much, MUCH more difficult. Try as he might Dremis could no longer keep the label of thief off his record, and more than likely this was his ego's own doing. Someone might have well drawn a large red bulls eye on his back when it came to law enforcement as they were getting to the point of relentless chase in order to apprehend Dremis for his crimes. Before his most recent of dilemmas Dremis was recruited by the Duke of his homeland. This meeting was kept VERY quite and VERY hush hush as if the Duke was to be known conversing with an up and coming thief he would loose all respect and some of his backing for sure. The mission was a perilous one as Dremis was commissioned to steal the most valuable treasure from the Dukes rivals treasure vault, a fire opal the size Dremis' head at least. After slipping past guards and traps like it was a walk in the proverbial park Dremis was less than thrilled to know that the tall tales of a gem the size of his head were nothing but a farse. The game was the size of both his fists put side to side but not as big as his mind had been salivating over for weeks before the day of the heist. The Duke paid Dremis in items of a magic nature hoping the trail of payment would be slightly harder to follow as he knew that if Dremis were to ever speak his name in tales that he would have no connection to him save for some wizard in the county that made the weapons and armor for the halfling as payment. Dremis of course was less than able to keep is mouth shut as per normal, Dremis was a bit too egotistical to not link himself somehow to such a prestigious heist and because of his bravado, the last thing he remembers is a crack to the back of the head and all things going black. Soon Dremis wakes in a dirty cell with nothing but a loincloth and a bota of water to his name. Looking around he notes the motley crew around him and feels the hairs of the tips of his toe stand on end at the thought of what something or someONE might do to him down here..... The search for escape is at hand..........

[sblock=Items Dremis' would have had on him when captured (suggested taken items)]
Studded Leather +1
+1 Sickle
+1 Sickle
Masterwork Thieves Tools
Basic Adventuring Gear[/sblock]
 

Here's squidy

It lacks background and fluffy stuff.
At this point I'll like to know how many mistakes I made doing this. Yeah I have already assumed that.

[sblock= Work in progress]
Code:
 Name: Frujimandamur
Race: Mindflayer
Size: Medium
Gender: ?
Alignment: Neutral 


Str: 14 +2 (4p.)     Level: 6        XP: 0
Dex: 14 +2 (4p.)     BAB: +2         HP: 64 (8+4+8+8+12+12)+(2*6:12)
Con: 14 +2 (6p.)     Grapple: +4     Dmg Red: 0
Int: 20 +5 (10p.)    Speed: 30'      Spell Res: 0
Wis: 12 +1 (2p.)     Init: +2        Spell Save: +1
Cha: 14 +2 (6p.)     ACP: 0         Spell Fail: 0%

               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +0    +0    +2    +0    +2    +0    14
Touch: 14              Flatfooted: 12

                           Base   Mod  Misc  Total
Fort:                      1     +2          +3
Ref:                       1     +2          +3
Will:                      3     +1          +4

Weapon                Attack   Damage     Critical
Tentacles (3)           +4      1d4+2      x2
Crossbow                +4      1d8        x3 


Languages: Common, Undercommon, Abyssal, Aquan, Draconic, Dwarven, Gnome. 

Abilities: 
Race:
Starting Ability Score Adjustments: + 2 Int
Speed: Mind Flayer base land speed is 30 feet.
Darkvision 60 ft.
Aberration Type.  This means the mind flayer is not affected by spells that affect only humanoids, such as charm person.  The mind flayer also has the Psionic sub-type.
Automatic Languages: Common, Undercommon.  Bonus Languages: Abyssal, Aquan, Draconic, Dwarven, Elven, Gnome, Infernal, Terran.
Favored Class: Psion (Telepath).  Actual Psion levels and the mind flayer’s base manifesting ability stack when determining power points per day and other effects dependent on manifester level.  For example, a mind flayer 2nd level psion has the same power points per day, powers known, and manifester level of an 11th level psion.  Note that if the mind flayer takes levels in Psion with a discipline other than telepathy, the class is not considered favored and its innate manifester level does not stack with its psion levels.
 
Feats:
Psionic Meditation, Psionic Fist

Skills               Ranks  Mod  Misc  Total
24+6+7
Concentration        10    +2          +12
Bluff                 7    +2          +9
Move Silently         6    +2          +8 
Hide                  6    +2          +8 
Knowledge             4    +5          +9 
Sense Motive          5    +1          +6 

Equipment:            
Crossbow
Bolts
Hat of Disguise (Duergar)      
Money:-

Power point pool: 32                        
Powers:
Lvl1
Charm, Psionic
Control Object
Precognition
Thicken Skin
Mind Thrust

Lvl2
Aversion
Read Thoughts
Suggestion, Psionic
Energy Missile

Lvl3
Telekinetic Force
False Sensory Input
[/sblock]
 

Voda, I hope you realize that my character will be calling yours Manda or probably affectionately Mandy. So you're aware.

Here's my bard.

[sblock=Seventeen]Seventeen
Human Bard 6
Alignment: CN
ECL: 3

Abilities: (32)
STR - 11 (3 Points)
DEX - 14 (6 Points)
CON - 12 (4 Points)
INT - 14 (6 Points)
WIS - 8 (0 Points)
CHA - 18 (13 Points + 1 LA)

HP: 6+3.5+3.5+3.5+3.5+3.5+6 = 29
Speed: 30ft
Initiative: +2

AC: 12 (+2 Dex)

Saves:
Fort: 3
Reflex: 7
Will: 4

BAB/Ranged/Grapple: +4/+6/+4

Weapons:

Class Abilities:
-Bardic Music 6/day
-Bardic Knowledge +14
-Countersong
-Fascinate - DC is Perform Check
-Inspire Courage: +1 Morale Bonus on saves versus fear and attack and damage rolls
-Inspire Competence: +2 Competence Bonus
-Suggestion - Will Save 17

Racial Abilities:
+4 Skills at 1st Level
+1 Skill at each level
Extra Feat at 1st Level
Favored Class: Any

Skills:
Bluff – 13 (9 Ranks + 4 Cha)
Diplomacy – 15 (5 Ranks + 4 Dex + 6 Synergy)
Gather Information – 15 (9 ranks + 4 Cha + 2 Synergy)
Knowledge Architecture & Engineering – 7 (5 Ranks + 2 Int)
Knowledge Geography – 7 (5 Ranks + 2 Int)
Knowledge History – 7 (5 Ranks + 2 Int)
Knowledge Local – 7 (5 Ranks + 2 Int)
Knowledge Nobility & Royalty – 7 (5 Ranks + 2 Int)
Listen – 8 (9 Ranks - 1 Wis)
Perform Oratory – 13 (9 Ranks + 4 Cha)
Sense Motive – 8 (9 Ranks - 1 Wis)
Sleight of Hand – 9 (5 Ranks + 2 Dex + 2 Synergy)
Speak Language – Emiran (1 Rank)

Feats:
1st - Weapon Finesse
1st - Obscure Lore
3rd - Extra Music
6th - Chord of Distraction

Languages:
Common
Azgund
Emiran
Thayvian
Tureni

Spells A Day:
Cantrips – 3
1st – 3
2nd – 2

Spells Known:
Cantrips – 6
1st – 4
2nd –3

Spells Known:
Cantrips – Prestidigitation, Mage Hand, Read Magic, Mending, Detect Magic, Light
1st – Cure Light Wounds, Charm Person, Disguise Self, Grease
2nd – Cure Moderate Wounds, Glitterdust, Hold Person

Save DCs:
Cantrips: 14
1st: 15
2nd: 16



Physical Appearance:
Seventeen commands presence, maybe not consciously, but people are naturally drawn to him. His features are ruggedly handsome for someone so young. His eyes stand out against his golden complexion, his hair a short unkempt mess that looks so meticulously placed. He has a slight build yet conveys not an overabundance of strength or a lack of it. His smile is unbalanced, resulting in a playful smirk.

Age: 21
Height: 5’8”
Weight: 160
Eyes: Blue
Hair: Dirty Blonde
Skin: Tanned

[sblock=Background]
Seventeen was originally born Seamus Tailor. His name comes from an unknown story that changes every time he tells it. Really it is an excuse for him to delve into a story and gather the attention of a crowd. He does not share his history or the real story of his childhood with anyone, as it always grows further from the truth with each telling. But the real story is that he was born in Azgund to a tailor had a rather unremarkable upbringing.

As a teenager Seventeen was recruited into the Hidden College, his way with words winning him many favors and accolades. He’s been in Thay for only a few months, sent here under the pretense of “rabble-rousing” while secretly trying to pilfer knowledge of the Enchanter’s Circle. He was arrested under suspicion of being a spy, and was condemned to death for mere ease of dealing with the problem, the Thayvians not really caring if he was a spy or not.[/sblock]

[sblock=Personality]
Gregarious. Blatant. Charming. Seventeen knows what to say and when it say it and isn’t afraid to say it either. Some might find that endearing, some might find it irritating, but no one can deny that the man is smooth.[/sblock][/sblock]
 
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New and Improved with everything up to date. (Hadn't finished his skills last time as it was just a rough draft)

Evan Butler
Human Paragon 3/Warlock3
AL: CN HT: 5'11" WT: 180 Hair: Red Eyes: Green

STR: 18 (+4) [8 points + 1 lvl +2 racial]
DEX: 14 (+2) [6 points]
CON: 14 (+2) [6 points]
INT: 14 (+2) [6 points]
WIS: 10 (+0) [2 points]
CHA: 12 (+1) [4 points]

HP: 45 (3d8+3d6+18) AC: 12 (10 base + 2 dex)
Saves: FORT: +4 (2 base +2 con) REF: +4 (2 base +2 dex) WILL: +6 (6 base)
Init: +2
Speed: 30'

Bab: 4
Attacks:
Punch: +8, 1d3+3d6+4 subdual dmg
E.Blast: +6 Touch, 3d6 dmg
7x6

Skills(Total/Ranks):[57 Points] Spellcraft(+13/9); Sense Motive(+9/9); Use Magic Device(+10/9); Autohypnosis(+11/9); Concentration(+7/5); Tumble(+7/5); Know: Religion(+7/5); Know: Arcana(+8/5); Know:Planes(+3/1)

Languages: Common, Thayan, Elven

Feats: [5] Improved Toughness, Empower Spell-Like Ability, Maximize Spell-Like Ability, Thick Skinned x2

Racial/Class Features: Eldritch Blast 3d6, Invocations, Detect Magic, DR 5/Cold Iron, 2 Bonus Feats, Bonus Skill, Adaptive Learning(Autohypnosis), Ability Boost(Strength)

Invocations(CL 5):
Least: Baleful Utterance, Hideous Blow, Entropic Warding

Equipment: None
(Journal & Adamantine Magebane Mace if he ever finds them again)
 
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Dace Bloodhoof

Chaotic Neutral Male Minotaur 6

Patron Deity: nature

EXP: ?

HP: 41.5

Racial modifiers: + 8 Strength, +4 Constitution, -4 Intelligence, -2 Charisma Large Size, +4 Natural Armor, Keen Senses +3

Strength 24 (+7)
Dexterity 14 (+2)
Constitution 20 (+5)
Intelligence 4 (-3)
Wisdom 14 (+2)
Charisma 6 (-2)

Size: Large
Age: 20
Height: 8' 6"
Weight: 736 lb
Eyes: Amber
Hair: Dark Brown
Skin: Tan

Appearance:

A large and very muscular Minotaur male, with only his amber coloured eyes glowing from his dark, fur-covered frame. He has the manners and appearance of a fighter about him, with the wild and ferocious appearance typical of his kind. He wears little in the ways of accessories and clothes, apart from the brass hoop he uses as a nose ring on his black snout, and the large Greataxe he wields with proficiency when needed. Dace is missing a small triangle piece from his right ear, a battle scar from one of his arena matches, and bears numerous bruises form his violent life, that lay hidden beneath his brown mane.


Total Hit Points: ?


Speed: 30 feet

Armor Class: 15 = 10 + 4 [natural] + 2 [dexterity] - 1 [large size]

Touch AC: 12
Flat-footed: 13

Initiative modifier: + 2 = + 2 [dexterity]
Fortitude save: + 6 = = 1 [base] + 5 [constitution]
Reflex save: + 6 = 4 [base] + 2 [dexterity]
Will save: + 6 = 4 [base] + 2 [wisdom]
Attack (handheld): + 10 = 4 [base] + 7 [strength] - 1 [Large size]
Attack (missile): + 5 = 4 [base] + 2 [dexterity] - 1 [Large size]
Grapple check: + 19 = 4 [base] + 7 [strength] + 4 [Large size] + 4 [Improved Grapple feat]



Light load: 466 lb. or less
Medium load: 467-934 lb.
Heavy load: 935-1870 lb.
Lift over head: 1870 lb.
Lift off ground: 3740 lb.
Push or drag: 9350 lb.



Languages: Common, Giant


Feats:

Improved Unarmed Strike (You do not provoke attacks or opportunity from armed opponents when you attack them while unarmed.)

Improved Grapple (You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.)

Spent 6 skill points in Escape Artist (cross-class)

Appraise -4
Balance +2
Bluff -2
Climb +7
Concentration +5
Diplomacy -2
Disguise -2
Escape Artist +5 ()
Forgery -2
Gather Information -2
Heal +2
Hide -2
Intimidate -2
Jump +7 (speed 30)
Listen +5
Move Silently +2
Ride +2
Search -1
Spot +5
Sense Motive +2
Survival +2
Swim +7
Use Rope +2


Dace Bloodhoof's Equipment:


Greataraxe (large) 40 gp 24 lb
Backpack 2gp 2lb
Flint and Steel 1 gp
Bedroll 1 sp 5 lb
Blanket, winter 5 sp 3 lb
Rations x 7 3 gp 5 sp 7 lb
Waterskins x 3 3 gp 12 lb

_____
Total: 50 gp and 1 sp ; 53 lb

GP on person: 0

HP: ?


[sblock= Minotaur]


Racial Traits

Starting Ability Score Adjustments: +2 Str, + 2 Dex, -4 Int, -2 Cha.

Size: Medium. At 6th level the minotaur becomes Large and incurs the usual bonuses and penalties for being a Large size creature (-1 to attacks and AC, -4 to Hide checks, +4 on grapple checks).

Speed: Minotaur base land speed is 30 feet.

Darkvision 60’

Minotaurs are Monstrous Humanoids. This means that they are not affected by spells that affect only humanoids, such as charm person.

Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran

Favored Class: Barbarian

Class Skills
The minotaur’s class skills (and the key ability for each skill) are Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), and Spot (Wis).


Class Features

Feats: A minotaur gains feats just as a normal character, at 1st, 3rd, and 6th HD. For the minotaur, this occurs at 1st, 4th and 8th overall character level respectively. After 8th level, the minotaur gains feats normally according to its total HD from the minotaur class and from class levels.
Ability Score Increases: As a monster class, the minotaur does not receive the normal ability score increases at every four HD, instead gaining specific increases to Strength and Constitution (and one decrease to Dexterity) over the course of 8 levels. These changes occur at the levels indicated on the table above. After 8th level, the minotaur gains ability score increases as normal for its HD and class levels.

Natural Armor: Beginning at 1st level, the minotaur has a +2 natural armor bonus to its AC. This bonus increases as indicated on the table above. The bonus listed is the total bonus at that level and does not stack with bonuses listed for previous levels.

Gore: At 1st level, the minotaur gains a natural gore attack that deals the damage indicated on the table, which increases as the minotaur gains levels. The minotaur’s gore attack is a natural weapon that deals piercing damage.

Powerful Charge: At 1st level, the minotaur can charge for increased damage, in addition to the normal benefits and penalties associated with a charge. The increased damage is dependent on the normal damage for the gore attack, as indicated below. The charge attack adds 1½ time the minotaur’s Str bonus to the damage.

Gore Damage
Charge Damage
1d4
2d6
1d6
2d8
1d8
4d6

Keen Senses: At 2nd level, the minotaur gains a +1 racial bonus to Listen, Search and Spot checks. This bonus increases to +2 at 4th level, +3 at 6th level, and +4 at 8th level.

Natural Cunning: At 2nd level, the minotaur can no longer become lost, automatically succeeding on any Survival check to avoid becoming lost in the wilderness. At 4th level, the minotaur gains the ability to track enemies, providing the minotaur with Track as a bonus feat and a +8 racial bonus to Survival checks involving the Track feat.
At 7th level, the minotaur is never caught flat-footed and gains immunity to maze spells and effects.

Scent: At 4th level, the minotaur gains the Scent special quality, with a range of 10 ft. The range increases to 20 ft. at 6th level and 30 ft. at 8th level.

Large Size: At 6th level, the minotaur becomes a Large creature. The minotaur takes up a space 10 ft by 10 ft, and gains 10 ft reach. The minotaur can use weapons designed for larger creatures, but must pay double the listed cost for weapons, and the weapons weigh twice as much. The minotaur now has a -1 penalty to Armor Class, -1 penalty on attack rolls, -4 size penalty to Hide checks, +4 bonus on grapple checks, and, can lift and carry double normal amount listed for its Strength score.


[/sblock]


Dace Bloodhoof:


Born the bastard son of a guard in the Abjurer's Labyrinth, Dace has been neglected since he was a calf. As soon as he could walk and did not need to suckle on his mother's milk, he was herded in to the large training grounds that prepared young calfs for their race's roles as jailers and executioners in the Red Wizard's labyrinth. Being among hundreds of his kind, many of which were older and stronger, met the young Minotaur with the grim reality of the brutal laws that his species followed - the strong dominate the weak, and ferocity trumps mental potency.

As such, Dace was forced to adopt these ways and fight each of his meals and to keep his possessions from the hands of others. Stronger and older Minotaurs that had been in the academy for several years beat Dace more than once, and left him broken and hungry to spend the night on his hay filled bunk. They could never crush his spirit however, and Dace filled his amber eyes with grim determination and sharp, cold hate.

As he grew in to adolescence, the Minotaur displayed a remarkable physique even for one of his kind. He had taught himself how to fight unarmed and by his sixteenth year, no one dared go up against him alone, especially after he nearly strangled one of the older Minotaurs. In the academy things went well and Dace was taught in the use of the Greataxe, and also learned how to track enemies trough the corridors of the Abjurer's Labyrinth.

As he finally stepped in to Minotaur manhood and grew to the appropriate size for an adult of his species, Dace grew more and more resentful of his birthplace. Nothing tied him to it, and his freedom loving spirit craved more than the simple life of a prison guard. He had never enjoyed the prospect of imprisonment to begin with, and that was becoming more and more apparent as the elders tried to steer him in to joining the ranks of the guards.

One night, Dace packed what little possessions he had gathered during his nineteen years of life, and left for the surface world. Both the world above and Thay had much to offer, and the Minotaur was quickly reeled in the busy and colorful life of human kind. The need for money and shelter however, drove him to apply as a gladiator in one of the arenas. He was not the best, but his kind was an attraction on it's own. Several times he bested other gladiators, often using his bare hands and nothing else. Once he even fought to the death wielding his Greataxe, lopping off his opponent's arm from the wrist, but losing a small triangle peace off his ear in the process.

All was going well for Dace however, as he made enough gold to provide food, shelter and ale for himself, and the gladiatorial profession was by no means worse than the years of fighting and struggling Dace had spent amongst his own ferocious kind. It was at that point that an unfortunate Thavian nobleborn lad decided to fight with Dace to win the favor of a local merchant's daughter. He was still young and in the beginning of his career as a Wizard, and that is why he bribed the arena master to ensure that Dace threw the fight.

The Minotaur refused at first, valuing his pride more than the few silver pieces he would have gotten as compensation, but when the arena master threatened him with maiming and removal from the arena, Dace had little choice. He faced the young Wizard and did his best to lose the fight, even throwing himself prone after the lad cast an incantation that was obviously useless against one such as he.

The boy took things too far however, as he attempted to step on Dace's snout and yank out the brass ring that ran trough his nostrils. That brought bitter memories to the Minotaur and rage quickly blinded his reason. In an instant, he sprung up and grabbed the surprised Thavian by the throat. Before the guards could rush in and dislodge the human from Dace's fierce grasp, he had already squeezed the life out of the human, reducing his throat to bloody goo.

Needless to say the young Wizard's parents were furious with Dace and the arena master. The latter, however, had enough money to compensate for the blunder and had even paid for the boy's revival by a high ranking cleric.

Dace, however, was not as fortunate. He was almost beaten to death by the arena guards, and then thrown in prison to await his execution. The Minotaur is furious with the humans and Thay's ruling class in particular, and wants nothing more than to break out and rip apart the arena master who betrayed him, and the young noble lad if he was indeed resurrected, because he tried to mock the Minotaur warrior. Despite his rage, Dace is not of malicious nature, and desires freedom and revenge, not mindless slaughter.
 
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Heres my back-scratcher Ma’haretek, tenatively.

[sblock=Stat Block]Ma’haretek
Level 2 Ranger, Sorcerer 1
Feral, Insectile, Human (Djihon Islander)
Abberation

Hit Dice: 8+1d8+1d4 +6 (23)
Speed: 40 ft./climb 30ft
Armor Class: 20/18 (+8 Natural, +2 dex)

Base Attack/Grapple: +2/+12

Space/reach: 5ft/5ft

Attack: Claw X6 +7 (2d6+6 /x2)

Special Qualities:
Cannot be flanked
Tremorsense 60ft
Darvision 60ft
Fast Healing 2
Improved Grab
Chosen enemy 1 - humans

Saves: Fort +5 Ref +5 Will +3

Abilities: (base, + racial, + lvl)
Str 22 +6 (18+4)
Dex 14 +2 (12+2)
Con 14 +2 (12+2)
Int 8 -1 (12)
Wis 12 +1 (8+4)
Cha 12 +1 (12)

Skills: (32 pts)
Listen 6+1
Spot 6+1+4
Hide 1+2
Knowledge Arcana 5+1
Survival 5+1

Languages: Common, Djihonian, Draconic, Thayyan

Feats:
Track (bonus ranger 1)
Multi-Weapon Fighting (bonus ranger 2)
Weapon Focus: Claw (bonus Human)
Improved Natural Attack: Claw
Dirty Fighting

Alignment: Chaotic Neutral

Spells known/cast: (5/4)
0: Detect magic, Read magic, Mage Hand, Ghost sound
1: Blood Wind, Fist of stone


Missing items
Bands of Bloodrage 2,600
Beastclaws 9,610g
Healing belt 750g
(still have)
Beat-up old hooded brown cloak
Breeches
6 armed shirt

[/sblock][sblock=background] Ma’haretek is quite literally a monster of a man standing over six and a half feet tall, he tends to walk on his toes most of the time. Born a feral slave to his Yuan-ti masters, he was made the target of cruel magical experiments that left him in his current state. Seeing a chance to create a fearsome weapon out of him, the snake lords sent him to Thay as an assassin to wreak as much confusion and havoc as possible before he was killed. So he was taken half way around the world as a nasty surprise against the red wizards.

When the horrified thayyans saw the mindless beast casting spells as he rampaged through the center of the city, they new he must he destroyed, even as bloody red mist rose from the creature's thrashing limbs and body. Ma’haretek's haunting bellow echoed down the streets of fleeing townsfolk. He targeted anyone that dared to wiggle their pink little sausages at him, making short work of many of the frail casters before they overwhelmed the frenzied weapon of flesh.[/sblock][sblock=Description]Height: 6ft 8in
Weight: 300lbs
Eyes: black (8 spread around his head like a circlet)
Hair: Coarse black hairs like spines protrude evenly over his body
Skin: moddled tan and brown chitinous plates cover his entire body and head.

Ma’haretek has 6 arms as well as a strong pair of legs. The 5 fingers of each hand end in a viscious looking claw with a thick boney ridge down the back for extra strength. His eight unblinking black eyes wrap all the way around his head like a crown, though the 2 in front are in the same place as most bipedal humanoids. His jaw is an amazing compound structure of moving parts and gnashing teeth, but make his facial area look almost human when they have settled into a fully closed position. The thick spines that cover his boney plated body are longer at the outside edges of his many limbs, and at his jawline for a somewhat fringed appearance. Two lines of spines grow up and over his head from above his main set of eyes that are longer still, and have grown down the back, like a pair of spiked mohawks. His body is covered in primitive green tattooes in a variety of spiral and spiked patterns that flow seamlessly over the various interlocking plates that form his outer covering.

He walks on his toes like an animal ready to pounce, but under all that chitinous armor its impossible to tell if he actually is or not. Aside from a noticable hiss and some slightly sharper consenants, his voice is still disturbingly human, but can quickly turn into a bone-scraping screech when he gets agitated.[/sblock]
 
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